ShadowWolf64
Regular
I'd take 30fps over 60fps if the visuals are markedly improved.
LOL.. you so crazy...For a racing game like Forza 3, 60 fps is a necessar must.30 fps is fine for shooters but not for a racing game in my humble opinion.
I'd take 30fps over 60fps if the visuals are markedly improved.
LOL.. you so crazy...For a racing game like Forza 3, 60 fps is a necessar must.30 fps is fine for shooters but not for a racing game in my humble opinion.
Graphics look good to me, but I would take a bump down if it meant more cars on the grid. That's my biggest disappointment with Forza 3, is still only 8 cars on the grid.
IMO thats the best arguement for lowering down to 30fps.
Also, whats the point of running physics at 120fps when youre not going for a sim feel like GTR2 or Live for Speed? (unless theirs an option in the final game for the handling)
Also, whats the point of running physics at 360Hz when youre not going for a sim feel like GTR2 or Live for Speed? (unless theirs an option in the final game for the handling)
Would the extra couple of tiles needed be that bad
If they're using FP10 or some other HDR 32bpp method, that's an extra tile. If it's FP16, that's two more tiles @ 720p... hum...
Arwin said:I'm at 221 out of 192,519 with the Lancer now, for instance, with a lap-time of 1:10:422.
I don't know if they use fp16, do any games really use that? We had messed with it a long time ago but found it too slow to be of use on both platforms, and it didn't seem needed on 360 when you have fp10. The hit going from two tiles to three tiles isn't as bad as it would seem. I think the docs had showed the vert load to be typically 1.4x with two tiles, and 1.6x with three tiles, or somewhere thereabouts. With an extra 16ms to play with, it would make 4xmsaa real easy to add.
IMO thats the best arguement for lowering down to 30fps.
Also, whats the point of running physics at 360hz when youre not going for a sim feel like GTR2 or Live for Speed? (unless theirs an option in the final game for the handling)
Probably not ,but i know the first heavy rain demo called "the casting" ,was FP16.I don't know if they use fp16, do any games really use that?
Here's a question ... if you're doing physics simulation at 360Hz, is it necessary to have more than 30fps if user input is polling at something like 60Hz or higher? Are there any games like that?
I definitely am a big fan of 60fps, but isn't user input normally tied to frame rate?
Dargakis said:forza uses the forza2 engine, which does not allow for manual transmission animation as it would overflow the 360 framebuffer
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